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Section 8. ARFX Options Menu
To access our menu system, simply press the ESC or Backslash (\) key.
ARFX has integrated all the necessary features to allow you to quickly access all your favorite tools in one location, all accessible while still in play mode.
Section 8.1 Setup
ARFX Camera Setup
Camera Tracking: Toggle camera tracking on and off as needed for your scene.
Screen Size (cm, WxH): Allows you to define the physical dimensions of the screen in centimeters.
Distance to Hide Objects Near Camera: Set the distance at which objects close to the screen/wall will be clipped or hidden.
Camera Rotation Speed: Adjust the speed of the camera’s pan and tilt movements.
Camera Movement Speed: Set the speed at which the camera moves around in the scene.
Bookmark Transition Speed: Define the speed at which the camera will transition between different bookmarks.
Always Skip Bookmark Transition: If enabled, the camera will skip transitions and move directly to the next bookmark’s location.
Manual Focus: Toggle manual focus. Note that it is usually recommended to manage focus through the physical camera rather than software.
Focal Distance: Set the focal distance for manual focus. Again, physical camera adjustments are recommended over software-based focusing.
Steam VR Setup
This menu is only available when using the SteamVR tracking Component.
Patch SteamVR - Changes SteamVR's configuration to disable the requirement for an HMD (Head Mounted Display). If it is already disabled, the button will disable itself and the indicator text will change to how it is shown above.
Hero Tracker Serial - Serial number for the hero tracker. Pressing Auto will assign the first connected tracker found (if any).
Calibration Tracker Serial - Serial number for the calibration tracker. Pressing Auto will assign the second connected tracker found (if any).
Tracking Delay - Delays tracking by this number of frames
Use Tracking Velocity Clamps - Toggles velocity thresholds on/off.
Bypass Clamps for Calibration - If enabled, the calibration tracker will always use unfiltered positions
Threshold Sample Size - Number of samples we take to determine velocity and angular velocity
Velocity Threshold - Speed at which we start tracking.
Angular Velocity Threshold - Rotational speed at which we start tracking.
Tracking Method - Free-D Setup
This section allows you to select and configure your tracking method. If you chose SteamVR as the tracking method during installation, you will see SteamVR settings here.
If you chose Free-D, you’ll see the Free-D setup options. You can also change your tracking method by clicking the “Select Tracking Method” button.
IP Address: Set the IP address of the PC’s LAN port that is connected to the same network as your Free-D tracking provider. You can obtain the IP address by running the IPConfig command in the command prompt.
UDP Port: Set the UDP port number provided by your tracking system. If not specified, use the default port (41000).
Tracking Setup
User Hero Tracker as Calibrator: Allows the hero tracker to act as the calibrator tracker.
Lock Tracking Rotations: Zero all rotations and locks it so that they are never used.
Disable Tracking While Calibrating: Disables tracking of the camera while the calibration mode is enabled
Tracking Modifiers
Flip X Axis: If enabled, this flops the X axis position data.
Flip Y-Axis: If enabled, this flops the Y axis position data.
Flip Z Axis: If enabled, this flops the Z axis position data.
XYZ to ZYX Coordinates: Swaps Fprward/Back movement to be Up/Down
XYZ to XZY Coordinates: Flips Right/Left movement with Up/Down.
Section 8.2 World
Time of Day and Weather
Current Time: Set the time of day for the scene. The time is displayed in a 24-hour format, allowing you to precisely control the time within the virtual environment.
Animate Time of the Day: If enabled, this feature will allow the sun and moon to move across the sky based on the time set, creating a realistic day-night cycle.
Day Length: If “Animate Time of the Day” is enabled, this setting controls how long a day lasts in real-time, influencing how quickly the sun and moon transition.
Night Length: Similarly, this controls the length of the night in minutes when “Animate Time of the Day” is enabled, determining how long the moon stays visible.
Weather: Choose and set the current weather conditions in the scene, such as clear skies, rain, or storms.
Cloud Render Quality: Adjust the quality of cloud rendering in the scene. Higher quality clouds may look more realistic but could be more resource-intensive depending on your hardware.
Cloud Height: Adjust the vertical height at which clouds appear in the sky to suit the environment you are simulating.
Height Fog: Control the density and appearance of fog at certain heights within the scene.
Volumetric Fog: Enables the use of thicker physical volumetric fog. Can be very resource intensive depending on hardware and settings
Volumetric Fog Distance: Enables the use of thicker physical volumetric fog. Can be very resource intensive depending on hardware and settings.
Section 8.3 Color Lab
General Settings
Global Blend Weight: Controls how much the settings of this menu affect the scene’s default color settings.
Global Gain:
Global Temperature: Temperature in Kelvin
Global Tint
Global Contrast
Highlights Gain
Midtone Gain
Shadow Gain
Temperature
Temperature Type: Select the type of temperature calculation.
Temperature: Temperature in Kelvin
Tint
Global
Shadows
Midtones
Highlights
Misc
Blend Weight: Controls how much the settings of this menu affects the scene’s default color settings
Blue Correction:
Expand Gamut:
Tone Curve Amount
Section 8.4 Controls
You will first be greeted by a keyboard with all the controls. You can change the UI to view the controller settings instead by clicking ‘Show Default Gamepad Controls’ at the bottom of the screen.
In the top right corner, you can select ‘Customize Controls’ where you can customize every single hotkey on both keyboard and controller. You can also ‘Reset’ all hotkeys to the default inputs.
ARFX Setup & Utilities
Toggle Calibration Menu: Tab (or Gamepad X)
Calibrate Screen: C (or Gamepad B)
Toggle Debug Information: Z (or Select)
ARFX Visual Functions
Toggle Focus Method: F
Focal Distance Up: Num 3
Focal Distance Down: Num 1
Toggle Focus Debug Plane: G (or Gamepad Y)
ARFX Pro Camera Movement
Move Camera Forward
Move Camera Back
Move Camera Left
Move Camera Right
Move Camera Up
Move Camera Down
Rotate Camera Left
Rotate Camera Right
Rotate Camera Up
Rotate Camera Down
Turn Camera 90° Right
Turn Camera 90° Left
ARFX Utility Functions
Toggle Rotation method: Switch between rotating at the screen to rotating at camera’s position
Toggle Move Method: Switch between free XYZ movement and locked XY movement
Toggle Snap Controls: Toggles snap controls on/off
Toggle Camera Pitch and Roll: Set camera rotation and roll to 0
ARF Pro Camera Multifunction Inputs
Dpad Up Toggles/reset rotation, snap up/forward: Toggle Rotation, (Held) Reset Pitch/Roll, snap vertically up, (Held) Snap Forward
Dpad Down Toggles move method/focus input, snap down/back: Toggle Move Method, (Held) Toggle Focus Input, Snap Vertically Down, (Held) Snap Backward
Dpad Left Creates bookmark, snap/focus left: Create Bookmark, Snap Horizontally Left, Focal Distance Back (-1)
Dpad Right Navigates to next bookmark, snap/focus right: Next Bookmark, Snap Horizontally Right, Focal Distance(+1)
Key Up Adjusts pitch/focus, snap up: Pitch Up, Focus Up, Snap Up, (Held) Snap Forward
ARFX Bookmarks
Create Bookmark: Creates a bookmark only while in play in the editor using the ARFX Pro Plugin. (Does not work in ARFX App for Windows yet)
Next Bookmark: Travels to next bookmark
Previous Bookmark: Travels to previous bookmark
Action Keys
Action 1: Activates action 1 in scene (if any)
Usually loads one of the pre-lit lighting set ups
Action 2: Activates action 2 in scene (if any)
Usually loads one of the pre-lit lighting set ups
Action 3: Activates action 3 in scene (if any)
Usually loads one of the pre-lit lighting set ups
Action 4: Activates action 4 in scene (if any)
Action 5: Activates action 5 in scene (if any)
Load Maps
Load Map 1: Loads the map 1 (if any)
Load Map 2: Loads the map 2 (if any)
Load Map 3: Loads the map 3 (if any)
Load Map 4: Loads the map 4 (if any)
Load Map 5: Loads the map 5 (if any)
Load Map 6: Loads the map 6 (if any)
Load Map 7: Loads the map 7 (if any)
Load Map 8: Loads the map 8 (if any)
Load Map 9: Loads the map 9 (if any)
Section 8.5 Graphics
Global Settings
Quality Preset: Adjust the quality of all graphics & textures settings.
Display Settings
Temporal Resolution Scale: Adjust the sharpness of the game graphics. When it’s too low, the items could show in a blurry.
Display Mode: Select the display mode
Resolution: Select the display resolution
Gamma: Adjust gamma calibration
V-Sync: Vertical synchronization prevents screen tearing
Max FPS: Select max FPS
HDR Settings
HDR: Enables output of high Dynamic Range(HDR) to take advantage of higher contrast and wider color gamut. This requires that you enable HDR in windows.
Display Nits: Enable HDR to edit this setting.
Texture Settings
Anisotropic Filtering: Reducing blur and preserving detail at extreme viewing angles.
Texture Quality: Adjust Quality of the textures
Texture Pool Size: Allocates the specified amount of VRAM for texture streaming. This can fix blurry textured in specific scenes. Do not exceed the amount physically available on your GPU
Graphic Quality Settings
Post-Processing Quality: Adjust the quality of post-processing effects.
Anti-Aliasing Method: Choose the method of Anti-Aliasing(AA) to use or turn it off completely. FXAA is a fast but blurry. TAA has slightly better visuals for litter impact. MSAA gives better lines but is very expensive at higher resolution. TSR is an upsampling technique that is suprisingly perfomant and clean.
Anti-Aliasing Quality: Adjust the quality of AA, smooths the objects’ graphics. It is recommended to turn this on.
Shadow Quality: Adjust the quality of shadows for characters and objects.
Effects Quality: Adjust the quality of various effects like reflections and material fidelity. (Can take a moment)
Detail Quality: Adjust the minimum detail level for actor to render
Foliage Quality: Adjust the quality of Foliage
View Distance Quality: Adjust the visible distance. objects will be hidden based on their distance to the player.
Motion Blur Quality: Adjust the blur quality on fast-moving objects
Lumen Global Illumination
Lumen Global Illumination: Select whether to use lumen for ray traced global illumination or to fall to baked lighting(if any). Has a moderate GPU and CPU cost and greatly affects visual quality.
Scene Lighting Quality: Larger scales cause Lumen Scene to be calculated with higher fidelity, which can be visible in reflections, but with a higher GPU cost.
Scene Lighting Detail: Controls the size of instances that can be represented in Lumen Scene. Larger values ensure small objects are represented, but increase GPU cost.
Scene Lighting View Distance: Sets the maximum view distance of the scene that Lumen maintains for ray tracing against. Larger values increase the effective range of sky shadowing and global illumination, but increase GPU cost.
Final Gather Quality: Increases the quality of lumen global illumination and reduces noise being rendered, but increases the GPU cost of rendering it.
Max Trace Distance: Controls the maximum distance that Lumen should trace while solving lighting. Values that are too small cause lighting to leak into large areas, such as caves. Large values increase the GPU cost to render the scene.
Capture Resolution Scale: Scalar that controls the resolution of the shadow and highlight resolutions. Smaller values save GPU memory, at a cost in quality.
Lumen Reflection Settings
Reflection Method: Select whether to use Lumen Ray Traced Reflections, Screen Space Reflections (SSR), or None at all. Lumen has a heavy GPU load depending on the amount in the scene. SSR is performant, but is inaccurate and only renders what’s on screen.
Reflection Quality: Increases the quality of Lument Reflections on surfaces, and reduces noise being rendered, but increases the GPU COST of rendering them.
Translucency Reflections: Determines how to handle mirror reflections infront of translucent surfaces. Other layers. Increases GPU cost when set High.
Reflection Bounces: Sets the maximum number of recursive reflection bounces. 1 means a single reflection ray (no secondary reflections in mirrors). Only supported by GPUs with hardware ray tracing. Has a significant GPU cost with each additional bounce.
Section 8.6 User Interface
User Interface
Options Menu Scale: Change user interface scale
Background Opacity: Sets the opacity of the tinting used over the rendered scene for the options menu.
Background Black Opacity: Sets the opacity of the black background that can be applied over the rendered scene below the options menu.
Background Blur: Affects the strength of the blur used over the rendered scene below the options menu.
Options Menu FPS: Toggle for this menu’s FPS and frame time display at the top right.
Section 8.7 History
Current Changes
This page allows you to manage the history of changes you have made within your ARFX environment. It provides options for viewing Current Changes and tracking the Change History. Additionally, you can clear the history of modifications made or delete all settings to revert the environment back to its default state.
Section 8.8 Resume
This option closes the Options menu and returns you to the scene currently in play.
Section 8.9 Save
Save
Here, you can save all the changes you have made in your settings.
Log Out and Quit to Desktop - Thes options closes the scene and returns you back to the desktop
Log Out and Quit: This option logs you out of your account and you will be required to login again next time you launch the ARFX Scene.
Quit to Desktop: This option closes the ARFX Scene, but does not log out your account. If opening the ARFX Scene again within 24 hours of first launching the ARFX Scene, there is no need to login again.